Areloch
87e9d3edbd
Correct stateblock settings to display probes more correctly without crushing other forward elements.
2019-02-18 00:43:21 -06:00
Azaezel
528bb8740c
output ibl to it's own namedtexture, flipped the result back onto the stack post-calc to stop it polluting the backbuffer for all other render passes
2019-02-15 16:22:49 -06:00
Azaezel
cce0fe8b8a
postfx updated to correct editor mangling. (still overriding skybox at minimum)
2019-02-15 10:49:06 -06:00
Areloch
788e265477
Finished current cleanup/reorg.
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Temporarily disabled logic for forward render of probes to avoid data mangle. TODO: fix up forward once deferred math is locked in
Split probe modes out into distinct environmental probe objects
Removed the probes from tracking their own baked cubemap file paths and instead have a pref store it
Removed old probe shaders and materials that aren't used now.
Fixed mLastConst memory leak by removing nono line.
2019-02-14 00:35:22 -06:00
Areloch
58e3349286
Further cleanup, proper hook-in of CubeReflector for bake capture.
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Shifted update of probe data to be triggered by probe changes.
Pack probes into the data arrays forward-first instead of keeping strict indicies.
todo: move bake to probeManager, clean up old/commented code, remove old probeMaterial stuff
2019-02-13 16:56:28 -06:00
Areloch
fd8840ff53
Updated the PostFX ability to setShaderConsts and cubetextures for probes
2019-02-12 01:10:30 -06:00
Areloch
64db2b1d15
Ongoing PostFX org rework.
2019-02-11 00:17:53 -06:00
Areloch
b221b312d2
Org rework and postFX-setup WIP
2019-02-08 01:35:35 -06:00
Azaezel
2eb58e4cb7
portwork from jeff to use farFrustumQuad for the vertex shader
2019-01-31 13:00:52 -06:00
Azaezel
26ee0d986f
reference cleanups:
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1) kill off extraneous cubemap and irradiancecubemap source-to-shader variable ties
2) use the cubemap arrays (renderdoc for instance doesn't list them as being input at all if they're never used)
3) use the vert file
2019-01-30 06:29:39 -06:00
Azaezel
fcd0dabc48
probe-array specific vert shader. may be able to re-use the postfx one, but either way, definately shouldn't be trying to calc from the convex geo one.
2019-01-22 02:25:57 -06:00
Areloch
c0e8b047f5
Shifted the rest of the probe render code to hook into the array'd uniforms, made the reflection probe shader definition refer to the array shader.
2019-01-19 00:31:42 -06:00
Areloch
f110158654
Probe Array WIP
2019-01-07 20:34:19 -06:00
Azaezel
c8b76d82c3
gl conversion WIP. general notes: mSamplerNames[#]/samplerNames[#] entry explicitly corresponds to the order of definition GL side.
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shifted the colorbuffer slot over to S1 in keeping with the gbuffer layout for consistency
completed converts: brdf, lighting, torque.
nonvisually verified convert: vectorlight
noncompiling due to tripping on deferredUncondition: reflectionprobe
2018-12-08 01:41:06 -06:00
Tim Barnes
ab10cc0c87
timmy merge work
2018-11-28 17:51:52 +10:00
Tim Barnes
9e65e940d0
lighting single buffer
2018-11-21 15:53:02 +10:00
Azaezel
ecd47830ca
shift sky render to last of non-translucents
2018-11-18 18:54:02 -06:00
Azaezel
518bcaaabf
from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw)
2018-11-18 06:36:16 -06:00
Azaezel
b992446fff
we're no longer making use of a singular lightbuffer to double up as a baked lighting/ibl channel passed to lights themselves, so save a screens worth of transmission
2018-11-02 16:04:04 -05:00
Tim Barnes
bb2db321ab
SkyLight sampler def fix
2018-11-02 09:43:22 +10:00
Tim Barnes
6e17475f86
WIP shader work - not complete!
2018-11-02 09:08:45 +10:00
Azaezel
8fadf880a3
Merge branch 'PBR_Bins_Reordered' of https://github.com/Areloch/Torque3D into PBR_PR
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# Conflicts:
# Engine/source/gfx/D3D11/gfxD3D11Device.cpp
# Engine/source/renderInstance/renderDeferredMgr.h
2018-10-25 14:30:12 -05:00
Areloch
e72f04648a
Adjusts the lightbin manager to be a regular bin, and shifts ownership of both lighting targets to the deferred manager. Probes now render ahead of lights to make the additive order jive.
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Also reordered the probe targets used so they match lights for consistency.
2018-10-24 23:43:12 -05:00
Azaezel
a5cad08ba6
Merge branch 'PBR_PR' of https://github.com/rextimmy/Torque3D into PBR_PR
2018-10-24 20:48:45 -05:00
Azaezel
83ef5db910
work on getting render bin ordering correct
2018-10-24 18:27:43 -05:00
Tim Barnes
c3fb049f89
stateblock changes for lighting
2018-10-24 19:25:20 +10:00
Tim Barnes
ad4c115e00
clear gbuffer from code and not from a shader
2018-10-24 18:58:46 +10:00
Areloch
aad37bc0f5
Corrected some missed bits in the template, and a check in the forward-lit probes
2018-10-10 01:52:19 -05:00
Areloch
57f8549abe
Shifted to the static-list arrangement for probe instance tracking to help performance as well as drastically streamline the data submission/material instance flow for probe rendering.
2018-10-07 17:32:23 -05:00
Areloch
9e88e9feca
Getting the GL side up-to-date to match.
2018-10-06 17:50:15 -05:00
Areloch
f31445751f
Updates and fixes to probe and lighting logic.
2018-09-17 01:52:18 -05:00
Areloch
b19a4b22c8
Implementation of reflection and skylight probes.
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Moves lighting math to the diffuse/specular two-channel logic.
2018-09-16 22:15:07 -05:00
Areloch
b4a1d18f42
Core implementation of Physical Based Rendering.
2018-09-15 20:19:57 -05:00
Areloch
dd626417a3
Includes some renderbin declarations that are needed for AFX that got missed in the original PR.
2018-03-26 23:31:10 -05:00
Areloch
8f947d5251
Adds a convenience function to refresh the console dialog.
2018-03-17 14:37:07 -05:00
Areloch
5bf3d67959
Merge pull request #2090 from Areloch/ConsoleLogFilters
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Adds some filtering options to the console log gui
2018-03-16 23:41:00 -05:00
rextimmy
e35857ba92
removed isSky from template sky material files.
2018-02-01 07:42:36 +10:00
Marc Chapman
75b85f9ac5
Correct orientation of images
2017-11-22 15:16:49 +00:00
Areloch
9c3687b839
Changes the buttons to be a checkbox button, which is easier to identity as being activated or not compared to the stock togglebutton.
2017-11-15 18:52:41 -06:00
Areloch
9b83e47302
Adds some filtering options to the console log gui so you can specify if you wish to be able to see errors, warnings and regular messages. It also denotes how many errors and warnings are currently in the log.
2017-09-23 12:37:55 -05:00
Areloch
25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
2017-06-23 11:36:20 -05:00
Areloch
edd1e0a270
Removes Direct3D9 functionality.
2017-05-28 16:51:31 -05:00
Areloch
35ddfd53b2
Does the prepass->deferred rename for the full template as well to make it play nice while we prep for the swap over to the BaseGame template.
2017-05-08 18:33:14 -05:00
Areloch
1ed8b05169
Initial implementation of the new Base Game Template and some starting modules.
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This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.
Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.
This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00
Areloch
8985cbb0d3
Merge pull request #1894 from John3/enableVideoRecording
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enable video recording
2017-01-30 18:26:50 -06:00
Areloch
f02d0d6c4e
Hooks the splash window code up to the same image loading code as the icon code, and also adds a check if it tries to load a BMP for either(this is a bad format and really shouldn't be used for pretty much anything).
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Also includes a icon for the templates.
2017-01-16 00:09:55 -06:00
Johxz
731981dbb6
Unused preDemoRecord()
2017-01-01 22:17:45 -06:00
Johxz
5e47c018b2
enable video recording
2017-01-01 21:40:41 -06:00
Azaezel
646c62d9f4
HDR review: remove from reflections, kill depth check, order of operations corrections.
2016-12-27 10:24:49 -06:00
Azaezel
125b7aa636
banding: conforms misbehaving postfx to the hdr buffer format until we have a proper srgb compatible buffer to minimize that with
2016-09-05 22:16:49 -05:00